[software] X3 Editor 2.0.23.0 [10.1.2012]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Anuke
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Post by Anuke »

And let's say I want to use script editor in game to change these?
Can I save the script then?
Or will it have to be done every time?
What are the steps for this?
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DrBullwinkle
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Post by DrBullwinkle »

Anuke
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Post by Anuke »

Thanks. Looks like a good read.
Any advice on the shields though?

And I also wanted to put some more front(main) guns on an m7 but when I click the "scene" link in the turrets tab just opens a blank tab and a message that says "object reference not set to an instance of an object"
Any tricks for adding guns?
I have just updated.
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apricotslice
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Post by apricotslice »

I dont know about sheilds put in as wares, but in scripts, you have to "install" instead of adding them. Could be the same problem. A sheild in the warelist is added to the ship, not installed on the ship.

Main guns have to be on the model to be added in the editor. You can "double" mount existing guns, but it just looks like a faster firing rate rather than extra guns.

Guns have to be included on the model to work properly and there are limits to how many guns are possible. I think its 8 front main guns, and 12 in each turret. Anything more than that and guns wont fire.
Anuke
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Post by Anuke »

Only 8 front guns for any m7? Max? Why? The venti can mount 10. I wanted 12 main guns on my griffon.
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DrBullwinkle
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Post by DrBullwinkle »

You can have 12 guns in main or any turret.

Open the scene with the Text Viewer.

Follow the Ship Tricks tutorials for more info.

I told you that shields would not work correctly in my first message.
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apricotslice
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Post by apricotslice »

Is a venti a vanilla ship ?

8 front main guns is the all ship max. You can add as many as you want, but only 8 will fire. Gun limits are hardcoded.
Anuke
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Post by Anuke »

Yes. I think so. It is an otas reward ship in vanilla.

Also, is the scenes file found in vfs? I can't seem to locate it.
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Anuke
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Post by Anuke »

Also, can you give me the steps to best simulate 12 guns using the double assign trick? This modding is taking longer than I guessed and I have already lost at least 12 hours of production time. Ha ha
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DrBullwinkle
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Post by DrBullwinkle »

It's not a simulation, Anuke.

Follow the Ship Tricks tutorials (in my sig). There is one for "Adding guns to a turret" -- it is exactly the same for main guns (Turret 0).
Anuke
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Post by Anuke »

I saw the video. Very cool. And thanks. But I have two final questions.
I want the guns added to the griffon which already has 4 guns. I want 8 more. What changes to the process need to be changed.
And... Will the guns be placed in cool spots? Or be placed on top of the existing guns? If they are placed on the existing slots, would it not be easier to change it in the t ships file? And if so what is the process for that?
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DrBullwinkle
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Post by DrBullwinkle »

The tutorial does show you how to add guns in the TShips file.

You can, alternatively, add extra turrets to the scene. Most people do it with a 3D editor. Killjaeden has some tutorials in the Tutorials thread (sticky).

You *can* do it by hacking the scene file, but it will take some experimentation to get it right. There is enough information in the Ship Tricks tutorials to help you do it... but it might be the hard way.
Phezzan
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Post by Phezzan »

As for shields in the WaresList - I find that installing and then removing 1 {1MJ Shields} will give the ship the kick it needs to wake up and use the shields in cargo.

I do this for [Astronaut] and now I have 1MJ shields when I try to repair my ship in the middle of battle.

I got drones to work!
Last edited by Phezzan on Sun, 24. Mar 13, 17:05, edited 1 time in total.
drunkmonk
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Post by drunkmonk »

ive changed all the missiles damage just wondering the damage hasnt changed at all tho still showing original damage values ingame
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Jack08
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Post by Jack08 »

drunkmonk wrote:ive changed all the missiles damage just wondering the damage hasnt changed at all tho still showing original damage values ingame
Which game? If your running AP make sure you placed the TMissiles file in the /addon/types folder.
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Anubitus
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Post by Anubitus »

hey,

i have a problem with the editor.. yesturday i was fooling aroung with the jobs file and when i tried to open it today it gave a error message..

message is:

Code: Select all

Interface function InstanceCreated of plugin Job Editor 
(DS.X3.JobEditor.MainWindow) [JobEditor.plugin] threw exception
 DS.X2Core.Text.TextLoader+TextLoaderException:

Unexpected end of file found while trying to load job id.
So i tought i did something wrong.. but when i tried to open the Vanilla job file i got the same message.. could there be some problem with the editor then..? or what could be causing this..?

thanks
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Jack08
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Post by Jack08 »

Anubitus wrote:hey,

i have a problem with the editor.. yesturday i was fooling aroung with the jobs file and when i tried to open it today it gave a error message..

message is:

Code: Select all

Interface function InstanceCreated of plugin Job Editor 
(DS.X3.JobEditor.MainWindow) [JobEditor.plugin] threw exception
 DS.X2Core.Text.TextLoader+TextLoaderException:

Unexpected end of file found while trying to load job id.
So i tought i did something wrong.. but when i tried to open the Vanilla job file i got the same message.. could there be some problem with the editor then..? or what could be causing this..?

thanks
Could you have accidently overwrote your vanilla jobs file by mistake? Are you loading a TC jobs file when configured for AP or vice versa?
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Anubitus
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Post by Anubitus »

no, im pretty sure its a X3: TC jobs file, i loaded the one from cat/dat 3 in the vanilla folder from the game.. and im sure i have not overwritten it because its a vanilla installation i havent touched.. and the editor isnt configured for AP as far as i know.. i have been working with it for very long and i have never changed it..
Anubitus
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Post by Anubitus »

i did another test where i changed the default X3:TC installation into a complete vanilla one and it loaded all the jobs files, even the ones i have been playing around with.. so perhaps there is a mistake in one of the other files then..?

EDIT: figured it out.. i made a mistake in the jobwings file.. forgot to remove a ; at the end.. :)
Ningyo
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Post by Ningyo »

was modding some ships turrets and found that when I remove a turret from the middle of the list in Tships (turret 5 for example). It does not actually change the numbers of the turrets below that (turret 6 remains turret 6 for example) even though it moves them up on the list.

This means your Tships file can list turrets as having different numbers than you are using in your scene file.

This can make things very confusing, is there any way to either leave the turret in its actual location so there is a gap, or have it reduce its actual cockpit number so the scenes file can keep them consecutive?

Right now my work around is removing every turret past that point and manually reentering them in Tships.

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